diff options
Diffstat (limited to 'src/Generating/VillageGen.cpp')
-rw-r--r-- | src/Generating/VillageGen.cpp | 24 |
1 files changed, 10 insertions, 14 deletions
diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp index d46c0d64a..6575b2f3a 100644 --- a/src/Generating/VillageGen.cpp +++ b/src/Generating/VillageGen.cpp @@ -125,7 +125,7 @@ public: int a_MaxSize, int a_Density, cVillagePiecePool & a_Prefabs, - cTerrainHeightGenPtr a_HeightGen + cTerrainHeightGen & a_HeightGen ): Super(a_GridX, a_GridZ, a_OriginX, a_OriginZ), m_Seed(a_Seed), @@ -137,7 +137,7 @@ public: {a_OriginX + a_MaxSize, cChunkDef::Height - 1, a_OriginZ + a_MaxSize} ), m_Prefabs(a_Prefabs), - m_HeightGen(std::move(a_HeightGen)) + m_HeightGen(a_HeightGen) { // Generate the pieces for this village; don't care about the Y coord: cPieceGeneratorBFSTree pg(*this, a_Seed); @@ -169,7 +169,7 @@ protected: cVillagePiecePool & m_Prefabs; /** The underlying height generator, used for placing the structures on top of the terrain. */ - cTerrainHeightGenPtr m_HeightGen; + cTerrainHeightGen & m_HeightGen; /** The village pieces, placed by the generator. */ cPlacedPieces m_Pieces; @@ -182,7 +182,7 @@ protected: // Each intersecting prefab is placed on ground, then drawn // Each intersecting road is drawn by replacing top soil blocks with gravel / sandstone blocks cChunkDef::HeightMap HeightMap; // Heightmap for this chunk, used by roads - m_HeightGen->GenHeightMap(a_Chunk.GetChunkCoords(), HeightMap); + m_HeightGen.GenHeightMap(a_Chunk.GetChunkCoords(), HeightMap); for (cPlacedPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr) { const cPrefab & Prefab = static_cast<const cPrefab &>((*itr)->GetPiece()); @@ -212,7 +212,7 @@ protected: int BlockY; cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ); cChunkDef::HeightMap HeightMap; - m_HeightGen->GenHeightMap({ChunkX, ChunkZ}, HeightMap); + m_HeightGen.GenHeightMap({ChunkX, ChunkZ}, HeightMap); int TerrainHeight = cChunkDef::GetHeight(HeightMap, BlockX, BlockZ); a_Piece.MoveToGroundBy(TerrainHeight - FirstConnector.m_Pos.y + 1); } @@ -337,8 +337,8 @@ cVillageGen::cVillageGen( int a_MaxSize, int a_MinDensity, int a_MaxDensity, - cBiomeGenPtr a_BiomeGen, - cTerrainHeightGenPtr a_HeightGen, + cBiomeGen & a_BiomeGen, + cTerrainHeightGen & a_HeightGen, int a_SeaLevel, const AStringVector & a_PrefabsToLoad ) : @@ -348,8 +348,8 @@ cVillageGen::cVillageGen( m_MaxSize(a_MaxSize), m_MinDensity(a_MinDensity), m_MaxDensity(a_MaxDensity), - m_BiomeGen(std::move(a_BiomeGen)), - m_HeightGen(std::move(a_HeightGen)) + m_BiomeGen(a_BiomeGen), + m_HeightGen(a_HeightGen) { for (const auto & toLoad: a_PrefabsToLoad) { @@ -379,7 +379,7 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_GridX, int a_Gr int ChunkX, ChunkZ; cChunkDef::BlockToChunk(a_OriginX, a_OriginZ, ChunkX, ChunkZ); cChunkDef::BiomeMap Biomes; - m_BiomeGen->GenBiomes({ChunkX, ChunkZ}, Biomes); + m_BiomeGen.GenBiomes({ChunkX, ChunkZ}, Biomes); // Get a list of pools that support each biome within the chunk: // If just one column's biome is not allowed, the pool is not used because it's likely that an unfriendly biome is too close @@ -424,7 +424,3 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_GridX, int a_Gr // Create a village based on the chosen prefabs: return cStructurePtr(new cVillage(m_Seed, a_GridX, a_GridZ, a_OriginX, a_OriginZ, m_MaxDepth, m_MaxSize, Density, *pool.get(), m_HeightGen)); } - - - - |